if I'm capping a flag, the ai will stay out of reach and just attack creeps even if it could push me off easy. I was at 1k hp, 2 enemy dgs were standing just out of range, fighting creeps while i took the flag.
How far is just out of range? Vision range or like a ranged attacker distance? AI should go into the attack hero actions whenever a demigod is in visible range. Though low health themselves can keep them out of combat.
da on my team stood next to a tower with full hp and instead of attacking it while standing next to me, just waited there for creep waves. If the ai is going to be in or near towers, the ai should be attacking either a dg or a tower. NOT creeps.
Not sure what would cause this, most combined attack actions have heroes, structures, creeps as their target priority.
Occulus should use blast off to try to escape if he's on low hp and near an enemy dg.
I haven't edited any of his actions, but there is a default action in there to handle blastoff to flee. I've seen him use it on occasion
saw multiple times where I or my team took the enemy portal and not a single time did the ai try to tp in. once at ws 8 v ws 8 and once at ws 9 v ws 10
Did they have TP scrolls? If so what action were they doing and maybe we can add a break to it, so they can get out of the action to go defend.
qot - walking into battle with a teammate nearby with low hp instead to shield herself instead of her teammate.
I'll add a similar check that Sedna's heal got to prefer damaged allies over healing herself.
If an ai is trying to reclaim a portal, its often important that the ai IGNORE creeps that are there to try to cap the flag.
The only break outs in the capture action are health, enemy heroes, and enemy structures in the area. When the AI gets to warrank 8 it no longer worries about structures or its health (allows it to walk past gold towers to the portal flag). If it stops for creeps then it is not in the capture action or something else is going on.
Can we turn ub into a tower killing machine with some logic? Ideally, once he hits level 4 or level 7, he should walk up to a tower and spit. Then back off. Walk back and spit, then back off. Repeat this as long as a) no enemy dg is nearby or a friendly dg is NOT attacking the tower. If a friendly dg starts hitting the tower, have him join in the aa + spit everytime its avaiable.
We can probably make him spit more by scanning beyond his visible range for towers, but if he gets in tower range he will probably fall into the attack structures action and hang out until he needs to retreat.